Do you own one? Because I can only speak to my experience, and I've had no issues with my particular unit over the 2+ years owning it. YMMV of course...
Haven't had these issues myself. Closest is a bit of the finish on the back of one of the controllers wore off a couple months ago. That's about it.
The full kit is pricey, yes (though I'd say something like the Quest Pro is much worse of a value, and it costs more). But as I mentioned earlier, the base stations and controllers will work with many other headsets.
As for being outdated, the display resolution, for sure. The FOV, audio (both headphones and mic), refresh rate, motion clarity/brightness ratio, and overall features are up there with anything, however (currently).
Fresnel lenses aren't the best, but pancake lenses have their issues as well, unfortunately.
Also part of the reason the Index has as high of an FOV as it does is due to the dual-element frensel lenses, which increases those very god rays.
Unlikely, I think.
As for inside-out tracking, the Quest 2 is "okay" (I gave mine to a relative because the standalone games were middling, and PC VR on it was pointless to me due to it basically looking like a streaming video feed).
The Reverb G2 inside-out tracking genuinely sucks, and it's AA controller batteries (two per controller) literally last under 4 hours at best, which is why I use my Index controllers and base stations with it instead, even though getting it to all work is clunky, a reason why I hope the Beyond ends up being as good as it sounds; basically a Reverb G2+ with OLED and native SteamVR tracking support.
Big IF, for certain. I'm not holding my breath for "Valve" anything.
According to the most recent insider rumors, Valve is going to have HTC start manufacturing the base stations.RonsonPL wrote: ↑24 Feb 2023, 18:02Replacing a malfunctioning Lighthouse sensor or Knuckles controller in 2025 might simply be impossible. I'd be worried about third party support as well. Maybe now there are some on the horizon. Pimax and maybe two more. But when there are no more trackers and controllers being sold, surely this will die out and Steam has "out of stock" on lighthouses and controllers alone for quite some time now.
I think it's more likely VR will crash altogether than it become exclusively inside-out, but we'll see.
Yes, that's the simple way of "solving" it; keeping it just above black at all times so the pixels never shut off while the display is active, but this is certainly not the best solution.
I don't personally prioritize FOV in VR. I have a very high FOV in real-life, so a reduced FOV in VR is almost calming (horse blinders), that, and I don't do a lot of eye tracking. I'm more of a fixed gaze player on both flat screens and in VR.
Also, a couple of the difficulties in achieving high FOV on VR headsets (among others) is keeping the pixel density high enough, as well as avoiding various distortion artifacts.
Yeah, I've heard of it. Another one to look out for.RonsonPL wrote: ↑24 Feb 2023, 18:02There's a project focused on community-first approach. Opensource code, no concerns about privacy etc. I like that one.
https://somniumspace.medium.com/somnium ... 3e9dabd9b7